﻿// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)

Shader "UI/AnimUI"
{
    Properties
    {
        [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
        _Color("Tint", Color) = (1,1,1,1)

        _StencilComp("Stencil Comparison", Float) = 8
        _Stencil("Stencil ID", Float) = 0
        _StencilOp("Stencil Operation", Float) = 0
        _StencilWriteMask("Stencil Write Mask", Float) = 255
        _StencilReadMask("Stencil Read Mask", Float) = 255

        _ColorMask("Color Mask", Float) = 15

        [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0

        _MaskPro("Mask Pro",Range(0, 1)) = 0
    }

        SubShader
        {
            Tags
            {
                "Queue" = "Transparent"
                "IgnoreProjector" = "True"
                "RenderType" = "Transparent"
                "PreviewType" = "Plane"
                "CanUseSpriteAtlas" = "True"
            }

            Stencil
            {
                Ref[_Stencil]
                Comp[_StencilComp]
                Pass[_StencilOp]
                ReadMask[_StencilReadMask]
                WriteMask[_StencilWriteMask]
            }

            Cull Off
            Lighting Off
            ZWrite Off
            ZTest[unity_GUIZTestMode]
            Blend SrcAlpha OneMinusSrcAlpha
            ColorMask[_ColorMask]

            Pass
            {
                Name "Default"
            CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #pragma target 2.0

                #include "UnityCG.cginc"
                #include "UnityUI.cginc"

                #pragma multi_compile_local _ UNITY_UI_CLIP_RECT
                #pragma multi_compile_local _ UNITY_UI_ALPHACLIP

                struct appdata_t
                {
                    float4 vertex   : POSITION;
                    float4 color    : COLOR;
                    float2 texcoord : TEXCOORD0;
                    UNITY_VERTEX_INPUT_INSTANCE_ID
                };

                struct v2f
                {
                    float4 vertex   : SV_POSITION;
                    fixed4 color : COLOR;
                    float2 texcoord  : TEXCOORD0;
                    float4 worldPosition : TEXCOORD1;
                    UNITY_VERTEX_OUTPUT_STEREO
                };

                sampler2D _MainTex;
                fixed4 _Color;
                fixed4 _TextureSampleAdd;
                float4 _ClipRect;
                float4 _MainTex_ST;
                float _MaskPro;



                v2f vert(appdata_t v)
                {
                    v2f OUT;
                    UNITY_SETUP_INSTANCE_ID(v);
                    UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
                    OUT.worldPosition = v.vertex;
                    OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);

                    OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);

                    OUT.color = v.color * _Color;
                    return OUT;
                }


                fixed4 frag(v2f IN) : SV_Target
                {
                    fixed4 color = tex2D(_MainTex, IN.texcoord);
                    fixed mask = color.b;
                    float decodeValue = (color.r + color.g / 255.0f) * 65535.0f;
                    color.r = fmod(decodeValue , 32.0f) / 31.0f;
                    color.g = fmod(decodeValue - color.r * 31.0f, 1024.0f) / 1023.0f;
                    color.b = fmod(decodeValue - color.g * 1023.0f - color.r * 31.0f, 65536.0f) / 65535.0f;
                    
                    //color.b = color.g;
                    //fixed decodeValue = color.r * 255.0f;
                    //color.r = fmod(decodeValue, 16.0f) / 15.0f;
                    //color.g = fmod(decodeValue - color * 15.0f, 256.0f) / 255.0f;

                    color.a = color.a * step(mask, _MaskPro);
                    //color.a = step(color.a, _MaskPro) * step(color.r * color.g * color.b, 0.98f);

                    //return decodeValue * 10;
                    return  color;
                }
            ENDCG
            }
        }
}
